Difference between revisions of "Liberty"

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(The Gray Woods)
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=General Strategy=
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Footpads are the core unit for this campaign. High defence, mixed attacks, and cheap makes them handy in all events. You get Harper in all scenarios, plus two loyal footpads; level these up, plus any others you recruit with good traits.
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The main problem in this campaign is finding units to deal damage; footpads are great for swarming and pinning enemies, but even swarming an enemy from all sides they might take less than half its HP off in one turn. In daylight, or even at dawn/dusk against enemies with resistances, none of your L1 units cause much damage. It's important to level up a couple each of thugs and poachers; you then use these as first strike against an enemy unit, followed by the footpad swarm to finish them off or at least pin them so you can finish them next turn. In particular, you want a huntsman by scenario 7 so you have decent marksman damage for busting enemy commanders.
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=Scenarios=
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=== The Raid ===
 
=== The Raid ===
  

Revision as of 21:35, 11 July 2008

General Strategy

Footpads are the core unit for this campaign. High defence, mixed attacks, and cheap makes them handy in all events. You get Harper in all scenarios, plus two loyal footpads; level these up, plus any others you recruit with good traits.

The main problem in this campaign is finding units to deal damage; footpads are great for swarming and pinning enemies, but even swarming an enemy from all sides they might take less than half its HP off in one turn. In daylight, or even at dawn/dusk against enemies with resistances, none of your L1 units cause much damage. It's important to level up a couple each of thugs and poachers; you then use these as first strike against an enemy unit, followed by the footpad swarm to finish them off or at least pin them so you can finish them next turn. In particular, you want a huntsman by scenario 7 so you have decent marksman damage for busting enemy commanders.

Scenarios

The Raid

You have enough troops to beat the goblins in a straight-up fight; your problem is luring the leader to attack you rather than running straight up the board and into the village (if this happens you lose!). This means you need to dangle some units in his engagement range. Spend your loyal footpads, you won't get to keep more than two of them after you leave the village.

Running Harper and one other footpad north works well; provided the other draws the goblin leader off of his run north, Harper can then either join in fighting him, or complete the run north (where you get a couple of thugs for free) and return with them, depending on how far north you get before he breaks his run.

Civil Disobedience

Bunch up all your fighters and use them to swarm single or paired cavalry units. Use houses for cover. Remember to keep recruiting in those early turns, even if you have to forgo attacking enemies from good cover to make the space for the recruit to stand.

Poachers are useful for getting damage into the enemy cavalry and have decent defence when in your castle or in villages, and then use footpads to take positions in the open (they have good defence in the open) to wrap around enemy units. Ideally you want the enemy to wrap cavalry around units in your keep, and you then wrap around the ones behind your keep with poachers and footpads. The enemy commander is a tough fight, since he often meets you in daylight and has good melee and ranged attacks; ideally get him next to your keep so you can have your commander and two poachers hitting him from relative safety, and then put a footpad or thug on the other side to pin him there.

A Strategy of Hope

The orcs don't make a lot of archers, so swarm them with footpads and outlaws firing slingstones. Detach one or two footpads to go on an extended village-stealing run in the north of the board while you're doing this. Your allies are a little better than evenly matched against the saurians, so by the time you finish the orcs you should be able to run northwest and take the leader without too much trouble.

Unlawful Orders

Detach two footpads to grab villages, one in the town (Lord Maddock isn't going to use them all anyway) and one to the north. Move your commander onto Lord Maddock's keep at the first chance you get, so you can recruit more & closer to the action.

Lord Maddock's throws his troops away early. Your force should be a few thugs, a couple of footpads and perhaps 2 poachers to hold the south bank of the island; let the enemy come to you here and fight from in the water. Then send an outlaw and footpad strike force out the east gate and down, which will swarm enemy stragglers and late recruits and then hit the enemy commander.

Hide and Seek

The moment you get within visual range of an enemy it will attack, and in 1.4 all the other enemies wake up also. What saves you is that Harper can see farther than they can. Don't run ahead with him, you need Baldras to the exit point; Harper scouts the way, he follows.

The safe route is south-east, using Harper to eye a way between the soldiers. Head between some others through some mountains and head all the way across to the east edge of the map. Then head south through a lake and then SE until above the exit and down. Also avoid the temptation to grab a village. This will trigger an attack even when not in range of a soldier.

The Gray Woods

This is a fairly easy search-and destroy, with lots of relatively weak undead so lots of leveling-up opportunities. Grab Helicrom's villages, he starts with a ton of gold anyway. The bad guys are at the SE, SW, and NW corners. There's a holy ankh in the south center of the board that will give the unit that finds it an arcane attack.

You could almost ignore the SE village, Helicrom's troops will take care of it; just send say an outlaw and a footpad to maybe sneak some XP, and to scout and grab villages below the SE enemy. Your main force, footpads plus a few thugs/marauders should head SWish across the bridge and have a quick fight with the green lich's forces that have made it out. Continue on to kill him, and then head south to the other lich. It is an excellent place to level up some footpads to L2 or even L3. While I am not over judicious with my use of the "fodder" units, I still came out with about 8 or 9 L2+ units.

At the end, choose to have Helicrom join you in battle. It makes the last scenario (while frustrating because your allies get in your way) pretty easy.

The Hunters

The trick in this one is that your outlaws fight better in mountains than heavy infantry do. So bean them with missile weapons from the mountains at the north edge of the road, then clump your guys and go west towards the keep. Swarm the cavalry units as they hit you; they probably won't concentrate enough to be more than a nuisance to L2 and L3 characters.

Glory

The only genuinely difficult puzzle in Liberty, because the Wesnoth army is tough to beat if you have to try to take them inside their fortress (and they get reinforcements every afternoon). You have to lure as many as possible out of the fortress -- dangle bait just within their engagement range.

  • addition: This scenario was relatively easy, assuming a few things. First, you chose to have Helicrom join you in battle. While his troops get in the way a lot, they do kill some units and help if only by diverting some of the opposing forces. Second, it is the final scenario - so who cares about money anyway? Finally, you should have a fair number of leveled up units (10 or maybe more), but if not never fear because you can recruit L2 units. Don't worry about money, just recall the L2 and L3 units you have to start. March them straight N and hang out around the first village there. It will be a nice pitched battle for a few turns, but eventually your numbers will overwhelm them. Then you can split your forces a bit to the West and South entrances. Remember that your Outlaws and above fight a lot better in the mountains then your opponents (offsetting the garrison bonus).

Epilogue

Storyline only, no combat.